A Cross-Platform System Editor for Freelancer (Written in Python)

There are 25 replies in this Thread. The last Post () by Aldenmar Odin.

  • I just got it right, I made a Y - Z-Swap in 3 Vertex-Decode-function ... and voila.

    trenton_at_manhatten.jpgmississipi.jpg

    Just need to fix those "floating" doors, the position (example: Rochester Base) is not right.

    floating doors.jpg


    After that I can create a documentation and start implementing the 3d models inside my 3d system view.


    Puh.

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

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  • ...

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • Did you know a standard weaponplatform is made from 10 individual parts and each part needs right position?

    Yes, I did. ;)

    That kind of cutting 3d models is most often used wheen there are animated parts. The pivot points of the parts can be used for the animation then (rotation or moving at a specific axis).

    But it also is used on other complex 3d models since there used to be certain exporting limitations which required a workaround -> the parts.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • i think i fixed any cmp issue, every modell looks like its from the game, next step is finishing my 3d system editor.


    pasted-from-clipboard.pngpasted-from-clipboard.pngpasted-from-clipboard.pngpasted-from-clipboard.png


    Just wanted to show off an Rheinland battleship and noticed ... that my loader wont show it.. so im not finished yet. :(

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Made a little v0.6.4 release with some updates:

    Releases · flathack/FLAtlas · GitHub


    v0.6.3 -> v0.6.4 - Changelog

    Added

    • Native 3D object viewer and CMP inspection were expanded into a much more capable workflow:
      • structured native CMP decode diagnostics and mesh-family analysis
      • texture/material handling in MeshPreviewDialog
      • jumpgate/jump object preview support
      • mesh visibility toggles, better contrast controls, and optional back-face culling disable
      • dedicated 3D viewer delivery/documentation in 3dobject_viewer_doc.md
        pasted-from-clipboard.png
    • Trade Routes were expanded into a real balancing and workflow tool:
      • dedicated market analysis dialog
      • cargo-based net profit and profit-per-jump analysis
      • local/inter-system route typing and stronger system filtering
      • direct deep-links into goods.ini, market_commodities.ini, source/target systems, and source/target bases
      • market editor/analysis actions directly in the trade-route sidebar
      • market editor previews for route impact and source/sink handling

    pasted-from-clipboard.pngpasted-from-clipboard.pngpasted-from-clipboard.png

    • INI Editor was expanded into a much stronger modding workspace:
      • source-aware tree labels for mod, vanilla, and install
      • direct counterpart navigation between overlay and fallback files
      • file compare dialog with section-aware summary
      • Find usages across mod and vanilla roots
      • file status summary and compact one-line editor status bar
      • section inspector for structured key/value editing
      • basic validation hints for duplicate identifiers and empty values
      • pasted-from-clipboard.png
    • Mod Manager gained EXE version management and dedicated Mod Settings runtime/page support for EXE offsets.
    • pasted-from-clipboard.png
    • Added a project-local launch.cmd for starting FLAtlas directly from the repo checkout.

    Changed

    • Native scene/runtime handling for 3D preview and system integration was refactored further:
      • more detailed debug-state snapshots in MainWindow and view_3d
      • clearer exposure of native preview render/detail state in the UI
      • more robust CMP loader architecture with family-aware metadata and structured decode plans
    • Trade-route internals were decoupled further:
      • runtime helpers moved out of main_window.py
      • route payload/filter construction is now more modular and testable
    • INI Editor workflow was tightened around the editor itself:
      • status information is now compressed into a single summary line instead of a large multi-row info block
      • compare, validation, navigation, and structured editing are now grouped around the main editing path
    • Release/build hygiene was tightened further:
      • .gitignore now also excludes the dedicated release virtual environments and architecture-specific build output folders

    Fixed

    • Fixed CMP/native preview issues:
      • corrected CMP orientation handling
      • fixed CMP transform hints so part names/translations are shown correctly
      • improved handling of relative UTF offsets and legacy VMeshRef layouts
    • Fixed trade-route correctness issues:
      • routes with implicit base-price buyers are now included correctly
      • weaker but still valid local/system-filtered routes are no longer dropped too early
      • unreachable routes are no longer shown as fake 1-jump connections
      • trade-route navigation hides non-implemented _miner leftovers and other invalid destinations more reliably
    • Fixed INI editor ergonomics for heavy editing sessions by reducing header noise and keeping detailed path data in tooltips instead of a wide info panel.

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • Now working on 3d system viewer

    cali_minor.pngmanhatten-3dsystem.png


    Trying to get it perfectly, mats are not sitting correctly, stations are not perfect yet, but work in progress :)

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png